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		<title>BBody</title>
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		<h1>BBody</h1>
		<p>Inherites from<a href="BNode.html">BNode</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right">enum </td><td><a href="#State">State</a></td></tr>
			<tr><td align="right"></td><td><a href="#BBody()">BBody</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BBody(const BString&)">BBody</a>(const BString& name);</td></tr>
			<tr><td align="right"></td><td><a href="#~BBody()">~BBody</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#copy(const BNode*)">copy</a>(const BNode* other);</td></tr>
			<tr><td align="right">virtual BNode* </td><td><a href="#clone()">clone</a>() const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#setMatrix(const BMatrix&)">setMatrix</a>(const BMatrix& matrix);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#insertShape(BShape*)">insertShape</a>(BShape* shape);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#removeShape(BShape*)">removeShape</a>(BShape* shape);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#clearShapes()">clearShapes</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setState(BBody::State)">setState</a>(BBody::State state) const;</td></tr>
			<tr><td align="right">BBody::State </td><td><a href="#state()">state</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setDeactivationTime(BReal)">setDeactivationTime</a>(BReal time);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#deactivationTime()">deactivationTime</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setContinuous(bool)">setContinuous</a>(bool continuous);</td></tr>
			<tr><td align="right">bool </td><td><a href="#continuous()">continuous</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#setKinematic(bool)">setKinematic</a>(bool kinematic);</td></tr>
			<tr><td align="right">bool </td><td><a href="#kinematic()">kinematic</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#activate()">activate</a>() const;</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#setMass(BReal)">setMass</a>(BReal mass);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#mass()">mass</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setInertia(BReal, BReal, BReal)">setInertia</a>(BReal ix, BReal iy, BReal iz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setInertia(const BVector&)">setInertia</a>(const BVector& inertia);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#inertia()">inertia</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setGravity(BReal, BReal, BReal)">setGravity</a>(BReal gx, BReal gy, BReal gz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setGravity(const BVector&)">setGravity</a>(const BVector& gravity);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#gravity()">gravity</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setRestitution(BReal)">setRestitution</a>(BReal restitution);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#restitution()">restitution</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setFriction(BReal)">setFriction</a>(BReal friction);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#friction()">friction</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setRollingFriction(BReal)">setRollingFriction</a>(BReal friction);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#rollingFriction()">rollingFriction</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setSpinningFriction(BReal)">setSpinningFriction</a>(BReal friction);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#spinningFriction()">spinningFriction</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setForce(BReal, BReal, BReal)">setForce</a>(BReal fx, BReal fy, BReal fz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setForce(const BVector&)">setForce</a>(const BVector& force);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#force()">force</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setTorque(BReal, BReal, BReal)">setTorque</a>(BReal tx, BReal ty, BReal tz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setTorque(const BVector&)">setTorque</a>(const BVector& torque);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#torque()">torque</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearDamping(BReal)">setLinearDamping</a>(BReal linearDamping);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearDamping()">linearDamping</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularDamping(BReal)">setAngularDamping</a>(BReal angularDamping);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularDamping()">angularDamping</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearVelocity(const BVector&)">setLinearVelocity</a>(const BVector& linearVelocity);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#linearVelocity()">linearVelocity</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularVelocity(const BVector&)">setAngularVelocity</a>(const BVector& angularVelocity);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#angularVelocity()">angularVelocity</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearSleepingThreshold(BReal)">setLinearSleepingThreshold</a>(BReal linearSleepingThreshold);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearSleepingThreshold()">linearSleepingThreshold</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularSleepingThreshold(BReal)">setAngularSleepingThreshold</a>(BReal angularSleepingThreshold);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularSleepingThreshold()">angularSleepingThreshold</a>() const;</td></tr>
			<tr><td align="right">BVector </td><td><a href="#totalForce()">totalForce</a>() const;</td></tr>
			<tr><td align="right">BVector </td><td><a href="#totalTorque()">totalTorque</a>() const;</td></tr>
			<tr><td align="right">BVector </td><td><a href="#pushVelocityInPoint(const BVector&)">pushVelocityInPoint</a>(const BVector& point) const;</td></tr>
			<tr><td align="right">BVector </td><td><a href="#velocityInPoint(const BVector&)">velocityInPoint</a>(const BVector& point) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#applyCentralPushImpulse(const BVector&)">applyCentralPushImpulse</a>(const BVector& impulse);</td></tr>
			<tr><td align="right">void </td><td><a href="#applyTorqueTurnImpulse(const BVector&)">applyTorqueTurnImpulse</a>(const BVector& torque);</td></tr>
			<tr><td align="right">void </td><td><a href="#applyCentralImpulse(const BVector&)">applyCentralImpulse</a>(const BVector& impulse);</td></tr>
			<tr><td align="right">void </td><td><a href="#applyTorqueImpulse(const BVector&)">applyTorqueImpulse</a>(const BVector& torque);</td></tr>
			<tr><td align="right">void </td><td><a href="#applyImpulse(const BVector&, const BVector&)">applyImpulse</a>(const BVector& impulse, const BVector& point);</td></tr>
			<tr><td align="right">void </td><td><a href="#applyPushImpulse(const BVector&, const BVector&)">applyPushImpulse</a>(const BVector& impulse, const BVector& point);</td></tr>
			<tr><td align="right">bool </td><td><a href="#constrained(BRestraint*)">constrained</a>(BRestraint* restraint);</td></tr>
			<tr><td align="right">int </td><td><a href="#restraintCount()">restraintCount</a>() const;</td></tr>
			<tr><td align="right">BRestraint* </td><td><a href="#restraint(int)">restraint</a>(int index);</td></tr>
			<tr><td align="right">const BRestraint* </td><td><a href="#restraint(int)">restraint</a>(int index) const;</td></tr>
			<tr><td align="right">BRestraint* </td><td><a href="#restraintWith(BNode*)">restraintWith</a>(BNode* other);</td></tr>
			<tr><td align="right">const BRestraint* </td><td><a href="#restraintWith(BNode*)">restraintWith</a>(BNode* other) const;</td></tr>
			<tr><td align="right">using </td><td><a href="#BNode::space;()">BNode::space;</a></td></tr>
			<tr><td align="right">BSpace </td><td><a href="#space(const BMatrix&)">space</a>(const BMatrix& matrix) const;</td></tr>
			<tr><td align="right">using </td><td><a href="#BNode::query;()">BNode::query;</a></td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#contact(BContact&)">contact</a>(BContact& contact);</td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description :</h2>
		</div>
		<h2 id="docs">Member Documentation :</h2>
		<div id="State">
			<h3>enum State</h3>
			<table class="enum">State
				<tr><td>State_Active</td><td>desc</td></tr>
				<tr><td>State_Sleeping</td><td>desc</td></tr>
				<tr><td>State_Deactivating</td><td>desc</td></tr>
				<tr><td/><td>desc</td></tr>
			</table>
		</div>
		<div id="BBody()">
			<h3>BBody();</h3>
		</div>
		<div id="BBody(const BString&)">
			<h3>BBody(const BString&amp; name);</h3>
		</div>
		<div id="~BBody()">
			<h3>~BBody();</h3>
		</div>
		<div id="copy(const BNode*)">
			<h3>virtual void copy(const BNode* other);</h3>
		</div>
		<div id="clone()">
			<h3>virtual BNode* clone() const;</h3>
		</div>
		<div id="setMatrix(const BMatrix&)">
			<h3>virtual bool setMatrix(const BMatrix&amp; matrix);</h3>
		</div>
		<div id="insertShape(BShape*)">
			<h3>virtual bool insertShape(BShape* shape);</h3>
		</div>
		<div id="removeShape(BShape*)">
			<h3>virtual bool removeShape(BShape* shape);</h3>
		</div>
		<div id="clearShapes()">
			<h3>virtual bool clearShapes();</h3>
		</div>
		<div id="setState(BBody::State)">
			<h3>void setState(BBody::State state) const;</h3>
		</div>
		<div id="state()">
			<h3>BBody::State state() const;</h3>
		</div>
		<div id="setDeactivationTime(BReal)">
			<h3>void setDeactivationTime(BReal time);</h3>
		</div>
		<div id="deactivationTime()">
			<h3>BReal deactivationTime() const;</h3>
		</div>
		<div id="setContinuous(bool)">
			<h3>void setContinuous(bool continuous);</h3>
		</div>
		<div id="continuous()">
			<h3>bool continuous() const;</h3>
		</div>
		<div id="setKinematic(bool)">
			<h3>bool setKinematic(bool kinematic);</h3>
		</div>
		<div id="kinematic()">
			<h3>bool kinematic() const;</h3>
		</div>
		<div id="activate()">
			<h3>void activate() const;</h3>
		</div>
		<div id="setMass(BReal)">
			<h3>virtual void setMass(BReal mass);</h3>
		</div>
		<div id="mass()">
			<h3>BReal mass() const;</h3>
		</div>
		<div id="setInertia(BReal, BReal, BReal)">
			<h3>void setInertia(BReal ix, BReal iy, BReal iz);</h3>
		</div>
		<div id="setInertia(const BVector&)">
			<h3>void setInertia(const BVector&amp; inertia);</h3>
		</div>
		<div id="inertia()">
			<h3>const BVector&amp; inertia() const;</h3>
		</div>
		<div id="setGravity(BReal, BReal, BReal)">
			<h3>void setGravity(BReal gx, BReal gy, BReal gz);</h3>
		</div>
		<div id="setGravity(const BVector&)">
			<h3>void setGravity(const BVector&amp; gravity);</h3>
		</div>
		<div id="gravity()">
			<h3>const BVector&amp; gravity() const;</h3>
		</div>
		<div id="setRestitution(BReal)">
			<h3>void setRestitution(BReal restitution);</h3>
		</div>
		<div id="restitution()">
			<h3>BReal restitution() const;</h3>
		</div>
		<div id="setFriction(BReal)">
			<h3>void setFriction(BReal friction);</h3>
		</div>
		<div id="friction()">
			<h3>BReal friction() const;</h3>
		</div>
		<div id="setRollingFriction(BReal)">
			<h3>void setRollingFriction(BReal friction);</h3>
		</div>
		<div id="rollingFriction()">
			<h3>BReal rollingFriction() const;</h3>
		</div>
		<div id="setSpinningFriction(BReal)">
			<h3>void setSpinningFriction(BReal friction);</h3>
		</div>
		<div id="spinningFriction()">
			<h3>BReal spinningFriction() const;</h3>
		</div>
		<div id="setForce(BReal, BReal, BReal)">
			<h3>void setForce(BReal fx, BReal fy, BReal fz);</h3>
		</div>
		<div id="setForce(const BVector&)">
			<h3>void setForce(const BVector&amp; force);</h3>
		</div>
		<div id="force()">
			<h3>const BVector&amp; force() const;</h3>
		</div>
		<div id="setTorque(BReal, BReal, BReal)">
			<h3>void setTorque(BReal tx, BReal ty, BReal tz);</h3>
		</div>
		<div id="setTorque(const BVector&)">
			<h3>void setTorque(const BVector&amp; torque);</h3>
		</div>
		<div id="torque()">
			<h3>const BVector&amp; torque() const;</h3>
		</div>
		<div id="setLinearDamping(BReal)">
			<h3>void setLinearDamping(BReal linearDamping);</h3>
		</div>
		<div id="linearDamping()">
			<h3>BReal linearDamping() const;</h3>
		</div>
		<div id="setAngularDamping(BReal)">
			<h3>void setAngularDamping(BReal angularDamping);</h3>
		</div>
		<div id="angularDamping()">
			<h3>BReal angularDamping() const;</h3>
		</div>
		<div id="setLinearVelocity(const BVector&)">
			<h3>void setLinearVelocity(const BVector&amp; linearVelocity);</h3>
		</div>
		<div id="linearVelocity()">
			<h3>const BVector&amp; linearVelocity() const;</h3>
		</div>
		<div id="setAngularVelocity(const BVector&)">
			<h3>void setAngularVelocity(const BVector&amp; angularVelocity);</h3>
		</div>
		<div id="angularVelocity()">
			<h3>const BVector&amp; angularVelocity() const;</h3>
		</div>
		<div id="setLinearSleepingThreshold(BReal)">
			<h3>void setLinearSleepingThreshold(BReal linearSleepingThreshold);</h3>
		</div>
		<div id="linearSleepingThreshold()">
			<h3>BReal linearSleepingThreshold() const;</h3>
		</div>
		<div id="setAngularSleepingThreshold(BReal)">
			<h3>void setAngularSleepingThreshold(BReal angularSleepingThreshold);</h3>
		</div>
		<div id="angularSleepingThreshold()">
			<h3>BReal angularSleepingThreshold() const;</h3>
		</div>
		<div id="totalForce()">
			<h3>BVector totalForce() const;</h3>
		</div>
		<div id="totalTorque()">
			<h3>BVector totalTorque() const;</h3>
		</div>
		<div id="pushVelocityInPoint(const BVector&)">
			<h3>BVector pushVelocityInPoint(const BVector&amp; point) const;</h3>
		</div>
		<div id="velocityInPoint(const BVector&)">
			<h3>BVector velocityInPoint(const BVector&amp; point) const;</h3>
		</div>
		<div id="applyCentralPushImpulse(const BVector&)">
			<h3>void applyCentralPushImpulse(const BVector&amp; impulse);</h3>
		</div>
		<div id="applyTorqueTurnImpulse(const BVector&)">
			<h3>void applyTorqueTurnImpulse(const BVector&amp; torque);</h3>
		</div>
		<div id="applyCentralImpulse(const BVector&)">
			<h3>void applyCentralImpulse(const BVector&amp; impulse);</h3>
		</div>
		<div id="applyTorqueImpulse(const BVector&)">
			<h3>void applyTorqueImpulse(const BVector&amp; torque);</h3>
		</div>
		<div id="applyImpulse(const BVector&, const BVector&)">
			<h3>void applyImpulse(const BVector&amp; impulse, const BVector&amp; point);</h3>
		</div>
		<div id="applyPushImpulse(const BVector&, const BVector&)">
			<h3>void applyPushImpulse(const BVector&amp; impulse, const BVector&amp; point);</h3>
		</div>
		<div id="constrained(BRestraint*)">
			<h3>bool constrained(BRestraint* restraint);</h3>
		</div>
		<div id="restraintCount()">
			<h3>int restraintCount() const;</h3>
		</div>
		<div id="restraint(int)">
			<h3>BRestraint* restraint(int index);</h3>
		</div>
		<div id="restraint(int)">
			<h3>const BRestraint* restraint(int index) const;</h3>
		</div>
		<div id="restraintWith(BNode*)">
			<h3>BRestraint* restraintWith(BNode* other);</h3>
		</div>
		<div id="restraintWith(BNode*)">
			<h3>const BRestraint* restraintWith(BNode* other) const;</h3>
		</div>
		<div id="BNode::space;()">
			<h3>using BNode::space;</h3>
		</div>
		<div id="space(const BMatrix&)">
			<h3>BSpace space(const BMatrix&amp; matrix) const;</h3>
		</div>
		<div id="BNode::query;()">
			<h3>using BNode::query;</h3>
		</div>
		<div id="query(const BString&, BValue&)">
			<h3>virtual bool query(const BString&amp; text, BValue&amp; value) const;</h3>
		</div>
		<div id="contact(BContact&)">
			<h3>virtual bool contact(BContact&amp; contact);</h3>
		</div>
	</body>
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